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General Information

On this page, we present the viable talent choices for Enhancement
Shamans in World of Warcraft Legion 7.3.5. We detail what each of
the talents do and in which situations they should be taken.

The other pages of our Enhancement Shaman guide can be accessed
from the table of contents on the right.

About Our Author

This guide has been written by Wordup, a frequent theorycrafter involved in a number of class communities.
He is also an experienced player who has been in the world top 100 since the days of Sunwell, currently raiding
in Echoes. You can also follow him on Twitter.

Talents can be freely changed when out of combat and in a rested XP area
(such as an inn or a capital city). Moreover, Tome of the Tranquil Mind
and Codex of the Tranquil Mind can be used to temporarily allow
players to change talents anywhere, as long as they are out of
combat.

2. Talent Cheat Sheet

Optimizing talents on a contextual basis is the highly
recommended method of setting up your build, as many talents
offer unique strengths in the right situation. I have decided to
list a "cheat sheet" of sorts below, however, to help with a
quick set up that should be just fine for most encounters.
If you want to fully optimize your ability to play this specialization,
I recommend reading the entire talents section here to gain additional
insight on when swapping your talents would be beneficial.

2.1. Raid Encounters

This build is an excellent starting point as a standard raid setup
and extends well into Mythic+ without requiring any legendary specific
talents.

Hot Hand is a good choice when considering a build focusing around the Legendary
Akainu's Absolute Justice, due to its synergy with Lashing Flames.
Outside of this situation, it is still a solid choice, but has more downsides so
struggles against Landslide.

Feral Lunge is a medium range charge that also does minor Physical
damage.

Wind Rush Totem summons a totem for 15 seconds that increases the
speed of allies within 10 yards by 60% for 5 seconds. As long as allies remain
in the area this will be refreshed, and the totem has a 2-minute cooldown.

In any situation where your group can capitalize upon Wind Rush Totem,
it is the best choice by far. The refresh effect in the area is extremely powerful
as it allows for unique benefits to the group to deal with mechanics. If this is
not necessary however, Feral Lunge provides a strong amount of personal
mobility to stick to targets, and is a great choice in those circumstances.

Rainfall is useful in any low movement encounter where additional
healing could be useful, this is also an option to help healers out with very
low impact to your damage.

5. Tier 3 (Level 45) Talents

Tier 3 talents offer a variety of totem choices that increase your ability to control mobs.

Lightning Surge Totem explodes after 2 seconds to stun all enemies
within 8 yards for 5 seconds. This is an upgraded version of the old Capacitor
Totem from previous expansions.

Earthgrab Totem pulses a root effect to all enemies within 10 yards
for 5 seconds. If the roots are broken, the next pulse will instead slow the
targets.

Voodoo Totem summons a totem for 10 seconds that Hexes all
targets within 8 yards.

Lightning Surge Totem is the default choice for this tier. It
provides a lengthy 5-second stun with only a short charge time and has the widest variety
of use out of the 3 totems. Earthgrab Totem and Voodoo Totem
could see very specific use on fights that require AoE roots or crowd control, but should
be avoided for general usage.

The default choice in most situations currently is Ancestral Swiftness,
as the flat additional Haste currently performs better both other options
more consistently, with less input required.

Hailstorm if using the legendary Akainu's Absolute Justice
should be your default choice as this enables the talent and item effect to work
effectively. Even without these, at higher end gear this can scale up very well,
but is heavily impacted by downtime which discourages its use.

Lightning Shield has power in open world content, but generally falls
far behind both other options.

As a general choice, Tempest will perform the best without interfering
with your rotation at all. Overcharge is competitive however, and will
provide a powerful burst source on a short cooldown. Tempest synergises much
better with other talent options and is much easier to play around, so is the
recommended pick on this tier. Note, do not combine Overcharge with
Akainu's Absolute Justice however, as this will directly reduce the amount
of Maelstrom you can funnel into Lava Lash casts.

Empowered Stormlash remains very close, but requires group content
to be useful. This has no impact on the rotation at all, so is the easiest to
pick up and make use of if you are learning the spec in group play.

When considering your choices with the Soul of the Farseer ring,
both Overcharge and Empowered Stormlash are solid picks.
The former provides additional rotational complexity and can augment your
damage further depending on talent picks, whilst the latter will provide
consistent damage in group content. Both perform very similar so decide based
on your personal choice.

Fury of Air creates a vortex 8 yards around you, damaging and slowing
enemies in the area. This costs 3 Maelstrom per second to maintain, and will
remain as long as you have enough available to sustain it.

Sundering does massive Physical damage in a line and knocks
enemies to either side, with a short 2 second mini stun, with a 40-second
cooldown at the cost of 20 Maelstrom.

Crashing Storm is a low gain talent, but as it has no impact on your
resources or rotation is the easiest talent to make use of.

Fury of Air has a lot of potential when 2 targets are consistently
active, and can with higher end gear become the ideal talent when combined with
the Smoldering Heart legendary even in single target. This comes with a
much higher skill cap, requiring additional Maelstrom maintenance, so bear
that in mind when picking this in combination with other talents that also
have that requirement.

Sundering can have very strong burst AoE applications, and is a
worthwhile choice due to the low value of both alternative talents now. This
should only be taken however if targets are going to last for a very short
duration and Crashing Storm will not gain value, or additional crowd
control is needed such as in Mythic+ dungeons.

9. Tier 7 (Level 100) Talents

Tier 7 talents add new abilities and major damage increases to your kit.

Ascendance transforms you into an Air Ascendant for 15
seconds, reducing the cooldown and cost of Stormstrike by 80% and
changing it into Windstrike for the duration, alongside changing your
auto attacks into Windlash, granting them a 30 yard range and bypass
armour.

Earthen Spike deals heavy Physical damage and increases the Physical and
Nature damage you do to the affected target by 30% for 10 seconds, on a 20-second
cooldown.

Currently Earthen Spike is the most consistently powerful choice,
and will be used most often.

Ascendance provides a short, high damage burst window
that allows you to frontload your DPS into a 15-second period. As this is very
easy to predict and play around, it has the potential to be a powerful talent on
specific fights that require burst, or have periods of frequent downtime that
disrupts Earthen Spike, and is a viable choice.

Earthen Spike is more consistent over the duration of a fight, augmenting
Physical and Nature damage intermittently. This is an equally good choice, and the
talent you take between these two is generally down to personal preference.

The newly added Boulderfist however performs very poorly, and should not
be taken in any situation. The Tier 21 2-piece bonus does help this somewhat,
but not enough to push it above the value of Earthen Spike.